5 research outputs found

    Recommended Considerations For Human-Robot Interaction Communication Requirements

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    Emerging robot systems increasingly exhibit greater levels of autonomy, requiring improvements in interaction capabilities to enable robust human-robot communication. This paper summarizes the present level of supervisory control in robots, both fielded and experimental, and the type of communication interfaces needed for successful Human-Robot Interaction (HRI). The focus of this research is to facilitate direct interactions between humans and robot systems within dismounted military operations and similar applications (e.g., law enforcement, homeland security, etc.). Achieving this goal requires advancing audio, visual, and tactile communication capabilities beyond the state-of-the-art. Thus, the requirement for a communication standard supporting supervisory control of robot teammates is recommended. © 2014 Springer International Publishing

    An Analysis Of Questionnaires &Amp; Performance Measures Fora Simulation-Based Kinesic Cue Detection Task

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    The attraction of Simulation-Based Training for unmanned Intelligence, Surveillance, and Reconnaissance tasks has sparked testing for instructional strategies in a kinesic cue detection task. Early evidence of training effectiveness for this task is manifested by performance and self-report measures. The wealth of surveys collected include aspects of users\u27 technology acceptance, immersion, intrinsic motivation, stress, workload, and demographics. This paper reviews these detection task measures in light of an instructional strategy, Kim\u27s Game. A cross-scale analysis of the provided measures indicates strong correlations between several subscales. An investigation of potential predictors of performance indicates weekly computer use is statistically significant in predicting a user\u27s Posttest Median Response Time for behavior cue detection. Recommendations for future initiatives include adding feedback, questioning concern for increasing immersion, and comparing results to other instructional strategies

    Preliminary Review Of A Virtual World Usability Questionnaire

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    Improving performance through training in virtual environments has led to identifying the best methods associated with enhancing human-computer interaction. This paper provides a description of a usability questionnaire for Virtual World training, by focusing on experiential U.S. Army Warrior Leader Course tasks performed using an input desktop device (i.e., a mouse and keyboard). The usability questionnaire was developed by integrating established usability subscales. A Likert scale for both user experience (for game genre and controller type) and usability levels were implemented, along with free response questions, to gain insight into the controller interface(s). Descriptive statistics and determination of internal consistency (using Cronbach’s alpha) are reviewed for establishing the reliability and validity of the novel questionnaire. Proposed changes to the questionnaire include removal of superfluous items and consolidation of subscales. Tradeoffs for types of controllers are discussed, in light of the results

    Exploring The Impact Of Simulator Sickness On The Virtual World Experience

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    This research initiative seeks to understand training effectiveness for Virtual World (VW) technologies. The advancement of VW training platforms in both academia and industry demonstrates the need to investigate the effects of simulator sickness (SS) on the VW experience. This paper uses the Military Open Simulator Enterprise Strategy (MOSES) VW platform to train 32 Reserve Officers’ Training Corps Cadets from the University of Central Florida on a room clearing task. A between-subjects design was conducted with an emphasis on the VW training condition. The data collected included both individual and collective performance as well as perceptual data (SS, Presence, Flow, and Engagement). Data analysis comprised of a series of Pearson product correlation coefficient for understanding the relationship between SS and Presence, Flow, and Engagement in addition to explaining performance outcomes. The results found moderate to strong, negative correlations between SS and Presence, SS and Flow, and SS and Engagement. The results reveal that SS interrupts presence during the VW training which can lead to negative training transfer. Alternatively, the increase in presence, flow, and engagement associated with a decrease in SS may be linked to motivation which is essential to effective training. Finally, this paper discusses limitations related to VW research (e.g., internal and external validity, expertise level, etc.) but also provides a basic foundation from which SS research may enhance VW training

    Investigation Of Multimodal Mobile Applications For Improving Mental Health

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    The National Alliance on Mental Illness reports that one in four adults experience mental health issues in a given year. Stigmas surrounding mental health issues often leave those afflicted reluctance to seek treatment. Those individuals that do decide to pursue treatment are often denied because of cost and lack of health care coverage or simply do not know where to find it. Assisted technologies can bridge these gaps, providing not only information on how to manage symptoms, but viable treatment options (e.g., adaptive management plans and training, physiological sensing, and alerts for physical symptom onset). The pairing of wearable technology, smart applications, and blended learning techniques can teach patients and caregivers the skills needed for lifetime management. The present theoretical paper provides a literature review of current technology platforms that can be utilized by the mental health domain and explores viable mental health technology options for the next five years
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